![]() Further information and updates will be available at. Where to Get ItĭreamWorks intends to make MoonRay available under the Apache 2.0 license. MoonRay is also cloud compatible, which means that studios can work in real time in a distributed format, with adjuncts and facilities around the globe. ![]() The hair and fur rendering system uses the same math as Renderman’s does, and the same as the in-house renderer that Rhythm & Hues had developed: the Kajiya shader system, which bounces light in and out of virtual hair filaments to produce anisotropic reflection, the effect of rendered hair that makes it actually look like hair. They’ve been working closely with Intel’s Advanced Ray Tracing division to make this thing fly. MoonRay includes a USD Hydra render delegate for integration into content creation tools that support the standard. The artists can see what they’re doing in near real time.Īdditional high-performance features include support for distributed rendering, a pixel matching XPU mode that offers improved performance by processing bundles of rays on the GPU as well as the CPU, ray processing via Intel Embree, shader vectorization utilizing Intel ISPC compilation and bundled path tracing. ![]() This makes the various tasks involved in creating scenes much much faster, and require far fewer iterations to get things right. You can harness a pod of slave computers to all work together on rendering a frame, and watch it resolve at full cinema-grade resolution before your eyes in seconds. The translation: it works really really well on a grid. The MoonRay project was begun ten years ago, and they designed it with modern technology for threading, parallelism and task distribution. A sample image created with MoonRay, showing reflection, refraction, caustics, and object occlusion.ĭreamwork’s MoonRay renderer is a lot younger than Pixar’s Renderman, the rendering engine which until recently has been the best in the world in terms of power and flexibility. The combination of the two techniques makes MoonRay super, super fast without sacrificing image quality. It’s a lot faster to do that and average the results. MoonRay uses a Monte Carlo method for skipping across surfaces and rendering only samples of the surfaces instead of every subpixel possible. The discarded paths, the ones that are skipped over, don’t contribute as much as you’d think. The results are just as gorgeous as a full ray tracer would have been. This makes it a ton faster, and culling the less likely paths is undetectable to the viewer. MoonRay is a ray tracker, which means that instead of tracing every ray of light through the scene from the the scene back to the light sources, the rendering engine only renders the most likely paths. The ramifications are that anyone will be able to use MoonRay in production, using only the pieces they need and have the hardware to power. In layman’s terms, this basically means that Dreamworks is releasing its entire rendering pipeline as open source, not just the rendering engine itself. MoonRay was developed by DreamWorks’ world-class engineers, and includes an extensive library of production-tested, physically based materials, a USD Hydra render delegate, multi-machine and Dreamwork’s cloud rendering framework, called Arras.
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